Forum rules
Forum Rules: [url=http://w11.zetaboards.com/SFxT_Mods/single/?p=8264257&t=11526779]Click Here and Read Before Posting or Making a New Thread (UPDATE: Point 6, 7 & 8 are revised) [/url]
Joined: February 17th, 2014, 8:01 pm

March 6th, 2016, 11:39 pm #521

If someone can upload all the FBX's for every character so for those who dont have 3dsmax can modify mesh?
Quote
Like
Share

Joined: December 23rd, 2012, 8:00 pm

March 6th, 2016, 11:42 pm #522

hecz wrote:If someone can upload all the psk's for every character so for those who dont have 3dsmax can modify mesh?
Well, I think it would probably be best to have them already exported as FBX with Materials attached. psk(x) is generated in Umodel not 3DSMax

Edit : Which I'll be happy to provide
Quote
Like
Share

Joined: March 6th, 2016, 6:22 pm

March 6th, 2016, 11:42 pm #523

Awesome thanks guys.

Also for the more technical people among us, this might be interesting:
https://forums.unrealengine.com/showthr ... post429234

Have been working with UE4 at work and figured a simple copy paste could have worked. It didnt.
It basically says that the .uasset files have a custom header from the 'vanilla engine'. If those were modified it -could- be loaded into a standard ue4 project.

If this is the case, it could potentially save allot of time trying to extact .psk's and what not, as you can export a static mesh or a skeletal mesh straight out of the Unreal Engine.
Replacing a skeletal mesh will be really easy as well, as you can just 're-import' and point it to the new mesh. The only thing we would need to be carefull with is that the skeleton itself does not change.


- in regards to the file structure in TerryXX's guide

If you copy the extracted folder (.uassets) to the Project's Content folder, it should create all the folders for you. To see the changes, you will need to relaunch UE4. (The .uassets will not show up, but the folder structure will, in the engine)
And if like unclefester says, the materials get exported properly with the correct names and all, you wouldn't really need to do much manually.
Quote
Like
Share

Joined: February 17th, 2014, 8:01 pm

March 6th, 2016, 11:46 pm #524

@unclefestor

yeah thats what i meant!!! hehe.

That would be great!
Quote
Like
Share

Joined: December 23rd, 2012, 8:00 pm

March 6th, 2016, 11:50 pm #525

Okay np, Any specific character you want 1st ? If not I'll start in Alphabetical order & do 2 @ a Time (All costumes for each) I'll post the 1st few in the morning. Video tut is almost done processing will post that, along with my bat files shortly
Quote
Like
Share

Joined: February 17th, 2014, 8:01 pm

March 7th, 2016, 12:08 am #526

@unclefestor

ken and all the ladies first. :-)

Ill post it in the first page too so everyone can have a chance at modding mesh.
Quote
Like
Share

Joined: December 23rd, 2012, 8:00 pm

March 7th, 2016, 12:19 am #527

https://www.youtube.com/watch?v=yN9upoq5j1U

Video was already done processing, before I had a chance to watch it. If the game audio is preventing you from following the tut, let me know & I'll create a new one.

My Extract.exe Batch tool : https://www.mediafire.com/?3l7la5laxcrhbog

My SFV Texture Extractor : http://www.mediafire.com/download/kcm8y ... xtures.rar
Quote
Like
Share

Joined: May 11th, 2012, 3:30 am

March 7th, 2016, 1:02 am #528

@unclefestor: great video! :thumbs:
My 2 cents:
1) your voice! You seem so angry/bored at the same time, the real uncle festor!
2) I see I'm not the only one that needs to make some space on his hdd(s).
3) you can get the textures to load in 3dsmax by checking "ask" on the materials tab "On missing textures" when importing your psk. It will prompt you with a window each time it opens a material for your file, letting you chose the texture file(s). When you export the FBX the texture will be linked and then loaded in UE4:

Here I created a new material file in hex for the mask (based on Cammy's Cloth material) and a new texture with an existing COLOR.uasset in which I imported my dds (I then exported them with umodel as other files). Then it loads my hex-edited uassets (material/texture) in game.
You can add other textures while working in 3dsmax as well (normal, mask etc).
I'm gonna separate eyes from Decapre's mask to use another material to make them glow (Necalli's hair material)


@PFunk: great to finally see your Q in a game.
I assume the long cloth animations are in the PhysicsAsset.uasset, there may be a way to edit them, I don't know yet (I left my fang to sleep because the lower part of his coat was broken -no anim-).
Quote
Like
Share

Joined: March 2nd, 2016, 10:43 am

March 7th, 2016, 1:07 am #529

BrutalAce wrote:@TerryXX

If you don't mind then I would like to rewrite your guide with better English and more detailed explanation after I do a successful experiment. (With credits to you of course).

Thanks for the hard work
Its not a problem the Guide belongs to all, modify, add stuff, change all, more stuff is better ^^
Quote
Like
Share

Joined: February 15th, 2016, 5:23 pm

March 7th, 2016, 1:33 am #530

As a testament to my lack of creativity, to test TerryXX's method I made Mika's tits and ass bigger... also removed the mask mesh I guess.

http://i.imgur.com/X7ITaGd.jpg

http://i.imgur.com/HYVsCtO.jpg

http://i.imgur.com/JqWMfYp.jpg

Major issue so far is her hair clips through her boobs now so I guess the collision boxes need to be modified as well. I guess I could upload this if anyone wants it?
Quote
Like
Share